Files
itgmania212121/stepmania/src/ScreenRanking.h
T
Chris Danford 58d63cb476 make draw order separate from Z value
add "PageType" graphic to ScreenEvaluation
2004-05-02 03:01:27 +00:00

105 lines
2.6 KiB
C++

/*
-----------------------------------------------------------------------------
Class: ScreenRanking
Desc: Base class for all attraction screens.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
Ben Nordstrom
-----------------------------------------------------------------------------
*/
#include "ScreenAttract.h"
#include "GameConstantsAndTypes.h" // for NUM_RANKING_LINES
#include "Style.h"
#include "Sprite.h"
#include "BitmapText.h"
#include "Banner.h"
#include "ListDisplay.h"
#include "ActorUtil.h"
class Course;
class Song;
enum PageType
{
PAGE_TYPE_CATEGORY,
PAGE_TYPE_COURSE,
PAGE_TYPE_ALL_STEPS,
PAGE_TYPE_ALL_COURSES,
NUM_PAGE_TYPES
};
#define FOREACH_PageType( pt ) FOREACH_ENUM( PageType, NUM_PAGE_TYPES, pt )
const CString& PageTypeToString( PageType pt );
class ScreenRanking : public ScreenAttract
{
public:
ScreenRanking( CString sName );
~ScreenRanking();
void HandleScreenMessage( const ScreenMessage SM );
protected:
struct PageToShow
{
PageToShow()
{
pCourse = NULL;
}
PageType type;
int colorIndex;
StepsType nt;
RankingCategory category;
Course* pCourse;
CourseDifficulty cd;
};
float SetPage( PageToShow pts );
void TweenPageOnScreen();
void TweenPageOffScreen();
Banner m_Banner; // for course
Sprite m_sprBannerFrame; // for course
BitmapText m_textCourseTitle; // for course
BitmapText m_textCategory; // for category
BitmapText m_textStepsType; // for category, course, all_steps
AutoActor m_sprPageType;
Sprite m_sprBullets[NUM_RANKING_LINES]; // for category and course
BitmapText m_textNames[NUM_RANKING_LINES]; // for category and course
BitmapText m_textScores[NUM_RANKING_LINES]; // for category and course
BitmapText m_textPoints[NUM_RANKING_LINES]; // for course
BitmapText m_textTime[NUM_RANKING_LINES]; // for course
Sprite m_sprDifficulty[NUM_DIFFICULTIES]; // for all_steps
struct StepsScoreRowItem : public ActorFrame // for all_steps
{
Song *m_pSong;
Sprite m_sprSongFrame;
BitmapText m_textSongTitle;
BitmapText m_textStepsScore[NUM_DIFFICULTIES];
};
vector<StepsScoreRowItem*> m_vpStepsScoreRowItem; // for all_steps
ListDisplay m_ListScoreRowItems;
Sprite m_sprCourseDifficulty[NUM_DIFFICULTIES]; // for all_courses
struct CourseScoreRowItem : public ActorFrame // for all_steps
{
Course *m_pCourse;
Sprite m_sprSongFrame;
BitmapText m_textSongTitle;
BitmapText m_textStepsScore[NUM_DIFFICULTIES];
};
vector<CourseScoreRowItem*> m_vpCourseScoreRowItem; // for all_courses
ListDisplay m_ListCourseRowItems;
vector<PageToShow> m_vPagesToShow;
vector<Difficulty> m_vDiffsToShow;
};